Steven Gawoski

Trench Denizens in Blue

The function of my art, visually, is to reconstitute subjects presented through scientific research, (via electron micrography, deep sea photography, or deep space imagery) into idealized forms. This method is perhaps more akin to an 18th century naturalist’s catalogue of documented specimens from far off lands, returning to be deciphered and judged under the reigning doctrines of the day.

Matic Veler

Matic Veler is ispired by researching his aesthetic development since upbringing up until now. One of the biggest inspiration, architecture of 17th and 18th century architecture, especially details and ornaments together with impression of magical environments combined with brutalism architecture he was surrounded in when he was child, help him to translate and reflect when creating garments and installations to impress viewers and customers. ​He uses Baroque architecture details and ornaments as his inspiration. Always starting with collecting different photos of details and studying different architects. 
Matic manipulates the ornaments into collages on which he draw sketches and then making toiles on mannequins.

WAYNE MCGREGOR

واين ماكغريغور
韦恩·麦格雷戈
웨인 맥그리거
ויין מקגרגור
ウェイン·マクレガー
Уэйн МакГрегор
rAndom International
FAR
Wayne McGregor’s anatomy-defying choreography and ground-breaking approach across dance, science, film, music, visual art and technology has fuelled a string of truly unique works. FAR is no exception. Inspired by the controversial Age of Enlightenment, FAR mines an era that first placed ‘a body in question’. Ten incredible dancers confront the distortions, sensuality and feeling of the 18th Century‘s searing contemporary sensibility to a haunting score by the critically-acclaimed composer Ben Frost. Staged in a mesmerizing environment of shadow and light (rAndom International, Lucy Carter), object and film (Moritz Junge, Ravi Deepres), FAR binds cutting edge design with choreography made from a radical cognitive research process.

JULIAN OLIVER

朱利安·奥利弗
줄리안 올리버
ג’וליאן אוליבר
ジュリアン・オリバー
Джулиан Оливер
Levelhead

LevelHead is a spatial memory game. The game takes its inspiration from the “Philosphical Toys” of 18th/19th century Europe and the memory systems (“memory loci”) of the ancient Greeks. levelHead uses a hand-held solid-plastic cube as its only interface. On-screen it appears that each face of the cube contains a little room, each of which are logically connected by doors. In one of these rooms is a character. By tilting the cube, the player directs this character from room to room in an effort to find the exit. Some doors lead nowhere and will send the character back to the room they started in, a trick designed to challenge the player’s spatial memory. Which doors belong to which rooms? There are three cubes (levels) in all, each of them connected by a single door. Players have as a goal to move the character from room to room, cube to cube, in an attempt to find the final exit door of all three cubes. If this door is found, the character will appear to leave the cube, walk across the table surface and vanish. Then the game starts over.

FILE FESTIVAL